1 / 26

Usability and User Interface Design

Usability and User Interface Design. Usability. Usability Professionals’ Association Usability is the degree to which something - software, hardware or anything else - is easy to use and a good fit for the people who use it.

mmontalvo
Download Presentation

Usability and User Interface Design

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Usability and User Interface Design

  2. Usability Usability Professionals’ Association Usability is the degree to which something - software, hardware or anything else - is easy to use and a good fit for the people who use it. (http://www.usabilityprofessionals.org/usability_resources/about_usability/, accessed 8/8/07) Wikipedia The ease with which people can employ a particular tool or other human-made object in order to achieve a particular goal. (http://en.wikipedia.org/wiki/Usability, accessed 8/8/07) Jakob Nielson A quality attribute that assesses how easy user interfaces are to use. (http://www.useit.com/alertbox/20030825.html, accessed 8/8/07)

  3. Heuristics General principles and rules of thumb found through discovery and observation • Usability heuristics Jakob Nielson Ben Shneiderman Donald Norman

  4. Nielsen’s Usability Heuristics Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.

  5. Nielsen’s Usability Heuristics Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

  6. Nielsen’s Usability Heuristics Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

  7. Ten Usability Heuristics • Jakob Nielsen • 1. Visibility of system status • The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. • 2. Match between system and the real world • The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. Nielsen, Jakob, 2005, ISSN 1548-5552 www.useit.com/papers/heuristic/heuristic_list.html Access date: 8/7/07

  8. 3. User control and freedom • Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. • 4. Consistency and standards • Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. • 5. Error prevention • Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

  9. 6. Recognition rather than recall • Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. • 7. Flexibility and efficiency of use • Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. • 8. Aesthetic and minimalist design • Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

  10. 9. Help users recognize, diagnose, and recover from errors • Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. • 10. Help and documentation • Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

  11. Eight Golden Rules of Interface Design Ben Shneiderman 1. Strive for consistency. Consistent sequences of actions should be required in similar situations; identical terminology should be used in prompts, menus, and help screens; and consistent commands should be employed throughout. 2. Enable frequent users to use shortcuts. As the frequency of use increases, so do the user's desires to reduce the number of interactions and to increase the pace of interaction. Abbreviations, function keys, hidden commands, and macro facilities are very helpful to an expert user. Shneiderman, B. and C. Plaisant, Designing the User Interface: Strategies for Effective Human-Computer Interaction. 2004: Addison-Wesley.

  12. 3. Offer informative feedback. • For every operator action, there should be some system feedback. For frequent and minor actions, the response can be modest, while for infrequent and major actions, the response should be more substantial. • 4. Design dialog to yield closure. • Sequences of actions should be organized into groups with a beginning, middle, and end. The informative feedback at the completion of a group of actions gives the operators the satisfaction of accomplishment, a sense of relief, the signal to drop contingency plans and options from their minds, and an indication that the way is clear to prepare for the next group of actions. • 5. Offer simple error handling. • As much as possible, design the system so the user cannot make a serious error. If an error is made, the system should be able to detect the error and offer simple, comprehensible mechanisms for handling the error.

  13. 6. Permit easy reversal of actions. • This feature relieves anxiety, since the user knows that errors can be undone; it thus encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data entry, or a complete group of actions. • 7. Support internal locus of control. • Experienced operators strongly desire the sense that they are in charge of the system and that the system responds to their actions. Design the system to make users the initiators of actions rather than the responders. • 8. Reduce short-term memory load. • The limitation of human information processing in short-term memory requires that displays be kept simple, multiple page displays be consolidated, window-motion frequency be reduced, and sufficient training time be allotted for codes, mnemonics, and sequences of actions.

  14. Seven Principles for Transforming Difficult Tasks Into Simple OnesDonald A. Norman • Use both knowledge in the world and knowledge in the head • Simplify the structure of tasks • Make things visible: bridge the gulfs of Execution and Evaluation • Get the mappings right • Exploit the power of constraints, both natural and artificial • Design for error • When all else fails, standardize Norman, Donald A., The Design of Everyday Things. 2002: Basic Books.

  15. Good References & Interesting Reading Cooper, Alan, The Inmates are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity. 2004: Sams - Pearson Education. Garrett,Jesse James, The Elements of User Experience: User-Centered Design for the Web. 2002: New Riders Press. Johnson, Jeff, Web Bloopers: 60 Common Web Design Mistakes, and How to Avoid Them. 2003: Morgan Kaufmann. Krug, Steve, Don’t Make Me Think: A Common Sense Approach to Web Usability . 2005: New Riders Press, 2nd ed. Neilsen, Jakob, Designing Web Usability: The Practice of Simplicity . 1999: Peachpit Press. Norman, Donald A., The Design of Everyday Things. 2002, New York: Basic Books. Shneiderman, B. and C. Plaisant, Designing the User Interface: Strategies for Effective Human-Computer Interaction. 2004: Addison-Wesley.

  16. Fun Website Bad Human Factors Designs http://www.baddesigns.com/

  17. Organizations and Conferences • Nielsen Norman Group www.nngroup.com • Usability Professionals’ Association www.upassoc.org • ACM's Special Interest Group on Computer-Human Interaction www.sigchi.org • Computer-Human Interaction (CHI) 2008 www.chi2008.org

More Related